17 October 2021

Quest For Glory 2: Trial By Fire

 

YEAR:  2011


GENRE:  Point & Click Adventure


WHERE TO GET IT:   AGD Interactive



Part 1

Part 2

Part 3




============================================================

AGD REMAKE

THIEF

PART 1

============================================================



PLEASE NOTE:  All map directions are in italic.

 

It’s important to bargain for things as much as possible, to improve your Communication Skills.  

 

Now you are a thief, so it’s important for you to be able to get in and out of places undetected.  As soon as you can, use SNEAK mode.  If at any time the game takes you into a normal walk, make sure to enter SNEAK mode again.  

 

 

DAY 1

You begin your adventures in the land of Shapier, enjoying breakfast with your good friend Abdulla Do, in the Katta’s tail Inn.  

 

Talk to Abdulla, and work through all the topics.  Now stand up, sneak over to Shameen, talk to him, and work through all the topics.  When you are ready, leave the inn.  

 

Outside the Inn, Alichica is here, with his stall.  He mentions a MAP and a COMPASS.  Great!  Talk to him and work through all the topics.  Now click the Talk Icon on yourself to Make Purchase.  Dang, you hit a snag!  Your money is no good here.  You have 150 gold coins, but the currency in Shapier is Dinars.  You need to get your money changed into Dinars.  But in order to do that, you need to find the Money Changer.  You can talk to Alichica again if you want, and ask about Shapier, then Moneychanger, but the directions he gives you are very confusing.  

 

Okay, here’s how you find the Money Changer.

 


From the Gate Plaza, where you are now:


Head straight north, all the way to the next plaza, the Fountain Plaza.  
Go down one screen, so you can see the Magic Shop (with the big eye). 
Go through door on the left, next to the brass-seller.  
Go forward to the intersection.  
Turn right into Naufara Darb.  
Follow the path (ignore that path on the right) to the intersection. 
Turn left into Dinar Tarik.
Follow the path (ignore that path on the right) to another intersection.  

Turn left (so you are still on DINAR TARIK).
Follow the long path, until you reach the Money Changer.

 


The Money Changer introduces herself as Dinarzad.  Have a look around the place, if you want.  Talk to Dinarzad and work through all the topics.  Now use  the Talk Icon on yourself, and Exchange Coins.  You need to exchange all 150 GOLD COINS into 105 GOLDEN

DINARS.  Now, Dinarzad is actually the Chief Thief in Shapier.  Use the Talk Icon on yourself again, and Make Thief Sign to her.  She recognises the sign, and she tells you to come back tomorrow evening.  

 

Now you have the local currency, you can use it to buy things.  You still need that COMPASS and MAP from Alichica.  Let’s head back there now.  

 


From the Money Changer:


Sneak down.
Follow path through all the turns.
Enter through path on the right, into Dinar Tarik.
Follow path through all the turns (ignore path on the left) 
Take path on the right, into Naufara Darb.
Follow path through all the turns.
Enter through path on the left, into Tarik Of Rafir.
Follow path along all the turns.
Take path on the right, into Trab Darb.  
Sneak forward to the intersection.
Turn right into Shmali Tarik.
Follow path through all the turns. 


Phew!  You’re back in the Fountain Plaza.  

 

Sneak down one screen, to the Meat Seller Stall.  Head up through doorway at top of the screen.  Continue along path, until you’re back at Alichica’s stall in the Gate Plaza.  

 

Sneak over to Ali, use the Talk Icon on yourself, and Make Purchase.  Now you need the MAP and the COMPASS.  Bartering is an essential way of communicating in Shapier, so select the MAP, and offer 70 CENTIMES, then find a middle ground, so you can buy the MAP.  Now again, use the Talk Icon on yourself, and Make Purchase.  This time, select the COMPASS, and offer 70 CENTIMES, then find a middle ground, so you can buy the COMPASS.  Now you can use the MAP and COMPASS any time to travel around the city.  Click the COMPASS on yourself, and it will pop up on-screen, so you can always see which direction you’re heading.  Click the MAP on yourself to see the map on-screen.  Places you’ve already visited are marked on the map, and you can jump to them by clicking on them.  

 

Now you are new in town, so you should find the Guild Hall and register yourself.  Click the MAP on yourself now, and click on Plaza Of The Fighters West.  You find yourself outside the Guild Hall.  There is a liontaur - Rakeesh - sunbathing outside the Guild Hall.  Talk to him, and work through all the topics.  Now use the Talk Icon on yourself, and Greet him, Tell About Spielburg, then Say Goodbye.  Now enter the Guild Hall.  

 

Inside the Guild Hall, Uhura greets you.  Talk to her and work through all the topics.  Now use the Talk Icon on yourself, and Greet her, Tell About Spielburg, then Say Goodbye.  Have a look around the Guild Hall if you like - it seems like an interesting place.  Sign the LOG BOOK on the right, then look at the LOG BOOK to read it.  Now click on the Quest Board on the back wall, and look at each of the 5 posters to see what your quests are.  Click on ‘Done’ to exit the close-up, then leave the Guild Hall.

 

Sneak down to the next screen, and see the Weapon’s Shop.  Enter shop, and look around the place.  Talk to Issur, and work through all the topics.  Don’t buy anything here yet - you’re just starting out, and you haven’t got much money.  Just leave the shop.  

 

Sneak over to Cloth Merchant Stand on the right, talk to him, and work through all the topics.  Now use Talk Icon on yourself, and Make Purchase.  Select the CLOTH BAG and offer 30 CENTIMES for it, then find a middle ground, so you can buy the CLOTH BAG.  Now sneak over to Leather Merchant Stand on the left, talk to him, and work through all the topics.  Click Talk Icon on yourself and Make Purchase.  Select the WATERSKIN, change the quantity to 2, and offer 75 CENTIMES for it, then find a middle ground, so you can buy the WATERSKIN.  

 

SAVE YOUR GAME HERE.  Now as a thief, you need good lock picking skills, so you can break into places.  Go into the streets, find a door, and use your THIEVES TOOLKIT on the door to practice Lock Picking.  When you get tired, use MAP on yourself, and jump to Katta’s Tail Inn, go into your room at top right, and Rest An Hour.   Then come back to the streets, find a door, and use your THIEVES TOOLKIT on the door to practice Lock Picking again.  Keep practicing this until evening.  

 

When evening comes, return to Katta’s Tail Inn.  Sit down next to Abdulla.  Shema brings you some supper - click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Now click on the food in front of you to eat it.  When you have finished your supper, stand up, go to your room, and Sleep Until Morning.  


DAY 2

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room, and sit down at the table.  Shema brings your breakfast.  She is dancing tonight, and asks you to come and watch her.  Of course you’ll watch her dancing!  Talk to her and ask her about Daily News, then Dance, then Enough Already.  Now click the Talk Icon on yourself and Thank Shema, then Say Goodbye.   Click on the food in front of you to eat your breakfast.  Now stand up and leave the Inn.  

 

Outside the Inn, SAVE YOUR GAME HERE.  Click MAP on yourself and jump to Plaza Of The Fountain South.  Click on the fountain to drink from it, and use your WATERSKINS on the fountain to fill them with water.  

 

Notice Apothecary on the left.  Enter Apothecary, Look around the shop if you like.  Talk to Harik and work through all the topics.  Now use the Talk Icon on yourself, and Greet him, then Make Purchase.  Select the HEALING PILLS (red bottle), change the quantity to 2, and offer 5 DINARS for them, and find a middle ground, so you can buy the HEALING PILLS.  Use the Talk Icon on yourself again, and Make Purchase.  Select the VIGOR PILLS (green bottle), change the quantity to 2, and offer 450 CENTIMES for them, then find a middle ground so you can buy the VIGOR PILLS.  For the 3rd time, use Talk Icon on yourself and Make Purchase.  Select the POISON CURE PILLS (brown bottle), change the quantity to 2, and offer 5 DINARS for them, then find a middle ground, so you can buy the POISON CURE PILLS.  Finally, since you are a thief, use the Talk Icon on yourself again and Make Purchase.  Select the OIL, and offer 10 CENTIMES, then find a middle ground so you can buy the OIL.  Now leave the Apothecary.  

 

Sneak down one screen, so you can see the Magic Shop (it has the big eye above it), and enter the shop.  Wow, there’s a lot of interesting things on the shelves here.  Keapon Laffin, the shop owner is sitting on a cloud!  Talk to him, and work through all the topics.  You can’t do anything else here at the moment, so leave the shop.  

 

Sneak over to Brass Merchant on the left.  Talk to him, and work through all the topics.  Use the Talk Icon on yourself, Greet him, then Make Purchase.  Select the BRASS LAMP and offer 10 DINARS, then find a middle ground, so you can buy the BRASS LAMP.  

 

Now click MAP on yourself, and jump to Plaza Of The Fighters West.  You see a man outside the Guild Hall, walking on a tightrope.  He is challenging anyone to walk the tightrope.  Talk to him, and work through all the topics.  Being a thief, you need to have this skill.  However, you have no chance of beating him yet (your Agility Skill is not high enough), so don’t bother challenging him.  He’ll be back another day, and you can challenge him then.  

 

Use MAP on yourself, and jump to the Gate Plaza.  Sneak down one screen, to find yourself at the Saurus Stable.  SAVE YOUR GAME HERE.  Ali Fakir will try to sell you a Saurus.  Tell him YES you want to buy a Saurus.  Say NO to his first offer of 50 DINARS.  Keep saying NO to him, until he gets down to 10 DINARS, then tell him YES.  He sells you a cute green dinosaur for 10 DINARS (who promptly gives your face a huge lick), then he leaves.  You are now the proud owner of a green Saurus, and you are eager to explore the desert.  Click on the Saurus to mount him, then exit down one screen, so you are at the City Overlook in the desert.  

SAVE YOUR GAME HERE.  Head down 5 screens, until you see a rock that looks like a dinosaur head.  Your prospective will change, with the camera jumping to behind you instead of in front of you, but don’t let that fool you.  Just keep going in the same direction - South.  Try to avoid any monsters you see.  

 

When you reach the dinosaur head rock, turn left (East), and head for the Oasis.  

 

At the Oasis, click on your saurus to dismount, and click on the pool to drink the water.  Your saurus may also take a nice drink from the pool.  Now there is a man here, with his long white beard wrapped around a tree.  If you read the Quest Board, you’ll know this is the Dervish - his beard is the ‘Whirl‘ mentioned on the Quest Board.  Talk to him and work through all the topics.  Click on his BEARD to get some of it (so you have the ‘Whirl’). Now click on your Saurus to mount him again, talk to him, and Return To The City.  Your Saurus’s natural homing instinct will have no trouble finding his way there.  

 

Back at the City Overlook, head down (North) to the Saurus Stables.  Click on your saurus to dismount, and the guard will put him back in the stables for you.  

 

Sneak up (North) to the Gate Plaza.  Don’t forget that Shema is dancing at Katta’s Tail Inn tonight.  Check the time, and if it’s still the afternoon, sneak up into the streets, find a door, and use your THIEVES TOOLKIT on the door to practice Lock Picking.  When you get tired, use MAP on yourself, and jump to Katta’s Tail Inn, go into your room at top right, and Rest An Hour.  Then come back to the streets, find a door, and use your THIEVES TOOLKIT on the door to practice Lock Picking again.  Repeat this until evening.  

 

When evening arrives, return to Katta’s Tail Inn.  Sit down at the table, and watch as Shema dances.  That spin she does at the end is spectacular.  When her performance is over, talk to Shameen, and Order A Meal.  When Shema brings your supper, use Talk Icon on yourself, Thank Shema, then Say Goodbye.  Now click on the food in front of you to eat it.  When you’ve finished, stand up, and leave the inn.  

 

Now it’s time for you to shine.  Night time is when the world comes alive for you.  Use MAP on yourself and jump to the Money Changer.  She asks if you are interested in doing a ‘little job’ for her, so tell her YES.  She gives you directions to the Metal Worker’s house, and wants you to steal a SILVER TEA SERVICE, along with anything else that takes your fancy.  Leave the Money Changer for now.  

 

Here’s how to find the Metal Worker’s House:  

 


Use MAP on yourself, and jump to the Gate Plaza.
Leave the Gate Plaza through the top exit.
Sneak forward to the intersection.
Sneak right, into Sharki Darb.
Follow path through several turns, until you see path on left.
Sneak left, into Rani Tarik.
Follow path through several turns, until you see path on right.
Sneak right, into Zrir Darb.


You’ve reached the Metal Worker’s house.   

 


SAVE YOUR GAME HERE.  Well, you’ve found the Metal Worker’s house, but you need to wait until midnight before you can enter.  Keep checking the time, and when it‘s ‘Middle Of The Night‘, you know it‘s time.  Make sure you are SNEAKing, then use your THIEVES TOOLKIT on the door.  If you’ve been practising this skill, it should be no bother to you.  

 

Inside the house, SAVE YOUR GAME HERE.  Look at shelf on the left, and look at SILVER TEA SERVICE on the top shelf.  That’s the tea service that the Money Changer wants, so take the SILVER TEA SERVICE.  If you step on a creaky floorboard, stop for a while, then continue.  Now look at the wardrobe, and use OIL on the wardrobe to oil the hinges.  Open wardrobe, look inside wardrobe, and search the wardrobe to find an EMERALD BOWL.  Now sneak over to the rug, look at the rub, and move the rug.  There’s a trapdoor hidden under the rug.  Kareem enters the house at this point, but luckily, he is too drunk to see you.  Phew!  Anyway, under the rug, you find a trapdoor.   Look at the trapdoor and open the trapdoor.  You hear another voice outside the door.  Quickly, move the rug back into place, then click on the table on the right to hide behind it.  When the coast is clear, you can continue.  Move the rug again, and look inside the trapdoor to see a large chest, which is locked.  Use your THIEVES TOOLKIT on the chest to pick the lock, then Examine Chest, and Take Contents to get 60 DINARS.  You’re rich!  But there are more voices outside!  Quickly, replace the rug, then click on the wardrobe to hide.  Jabbar enters the house, and he is NOT drunk.  Good thing you hid in the wardrobe!  Now when he leaves, come out of the wardrobe.  Move the rug again, look in the trapdoor, and Examine Chest again - do this a few times, until you ‘Notice Something Strange About The Chest’.  Now click on the chest again, and Take Contents, to find the SILVER DAGGER, which you automatically take.  That’s all you can take from the Metal Worker’s house - you just have to cover your tracks now.  Close trapdoor, replace the rub, then sneak over to the door and leave the house.  SAVE YOUR GAME HERE.  

 

Wow!  That was intense!  ALMOST getting caught so many times - what a thrill!  

 

Now you’ve been to the Metal Worker’s house, let’s go back to the Money Changer. Use MAP on yourself and jump to the Money Changer.  Give the SILVER TEA SERVICE to her and accept the 10 DINARS she offers.  Give the SILVER DAGGER to her and accept the 15 DINARS she offers.  Give the EMERALD BOWL to her and accept the 20 DINARS she offers.  Now leave her shop.  

 

Well, it’s been a VERY exciting day for you, but it’s late now, and you are tired.  Use MAP on yourself and jump to Katta’s Tail Inn.  Go to your room at the top right, and Sleep Until Morning.  

DAY 3

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room, and sit down at the table.  Shema brings your breakfast.  Talk to her and ask her about Daily News, then Omar, then Enough Already.  Now click the Talk Icon on yourself and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up, make sure you are in SNEAK mode, and leave the Inn.  As you are leaving, Shameen tells you that Omar the poem is performing here tonight.  

 

SAVE YOUR GAME HERE.  The first order of business today, is to find the Astrologer. You can talk to Alichica and ask about the Astrologer if you like, but his directions are just as confusing as before.  Never mind.  

 


This is how you find the Astrologer:


Leave the Gate Plaza by the top exit.  
Sneak up to the first intersection.
Turn right into Sharki Darb.  
Follow long path along (ignore that path on the left) to the intersection.

Turn right into Tarik Of Stars
Follow path along, until you reach Astrologer’s House.  

 


As soon as you enter, Abu will ask for your name, so TYPE YOUR NAME.  Talk to Abu and work through all the topics.  He can’t tell your future without knowing a bit about you, so click the Talk Icon on yourself, Greet him, Tell About Spielburg, then Say Goodbye.  But he still can’t tell your future yet - you need to come back later.  So leave the Astrologer’s House.  

 

Click MAP on yourself, and jump to Plaza Of The Fountain South.  A beggar should be here - show some compassion, and click your COIN PURSE on the beggar and give him a CENTIME.  Now sneak down one screen, so you can see the Magic Shop.  Enter Magic Shop, and give WHIRL (the Dervish’s beard) to Keopon Laffin, to sell it to him.  Since you are a thief, you need some MAGIC ROPE.  Click Talk Icon on yourself, Make Purchase, select the MAGIC ROPE, and offer 50 DINARS for it, then barter over the price.  When you have the MAGIC ROPE, leave the shop.  

 

Click on the fountain to drink from it, and also fill your WATERSKINS here.  Let’s find the Enchantress now.  

 


From outside the Magic Shop:


Leave Fountain Plaza through the top exit.  
Follow path to the intersection (ignore that path on the left).
Turn right into Shmali Tarik.
Follow path, until you see path on the left.
Go through door on left, into Sitt Tarik.  
There’s a purple door in front of you - the Enchantress’s door.

 


Knock On Door.  You’ll be asked some questions, which you need to answer correctly, before you can enter the door.  

 

Who is it that seeks to enter?
TYPE YOUR NAME.

 

Who is it that sent you here?
KEAPON LAFFIN.

 

What element is most appropriate for the owner of the Magic Shop?
AIR.

 

My first is the first.  My second is the last.  Next comes myself.  Then back to the end, and to the beginning again.  Who am I?
AZIZA.

 


You are now invited into Aziza’s home.  Be polite to her!  Walk down the steps to sit down at the table with her.  She asks if you want some tea, so use the Talk Icon on yourself, and Answer Yes.  Look around her home - she seems to have a water theme going.  Now talk to her and work through all the topics.  There’s nothing else you can do here at the moment, so click the Talk Icon on yourself, and Say Goodbye.  You automatically leave the house.  

 

Go back into SNEAK mode.  Now you still need to practice your lock picking skills, so you can break into other places.  Go into the streets, find a door, and use your THIEVES TOOLKIT on the door to pick lock.  Keep practicing this until evening.  

 

When evening comes, use MAP on yourself and jump to Katta’s Tail Inn.  Inside the Inn, sit down at the table, and watch Omar recite his poem.  When the poem is finished, stand up, sneak over to Omar, talk to him, and work through all the topics.  Now use the Talk Icon on yourself, Greet Omar, Thank Poet, then Say Goodbye.  Now sit down at the table again, and Shema will bring your supper.  Use the Talk Icon on yourself and Thank Shema, then Say Goodbye.  Now click on the food in front of you to eat it.  When you’ve finished, stand up, go to your room, and Sleep Until Morning.  


DAY 4

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table.  Shema brings your breakfast, and tells you about a strange fire that prevented the stall holders from setting up their stalls in the Plaza outside.  Oh dear!  Use the Talk Icon on yourself, Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up and leave the Inn.  

 

Outside, the Plaza is a sorry sight, with only the chars of Ali’s stall remaining.  Talk to Alichica, ask about Daily News, then Fire Elemental.  Poor Ali!  

 

You may be getting low on rations now.  So use MAP on yourself and jump to Plaza Of The Fountain South.  Approach Sloree’s food stall on the right, use Talk Icon on yourself, and Buy Meat.  Select LIZARD JERKY RATIONS, change the quantity to 5, then offer 80 CENTIMES for them, then barter over the price.  Now drink water from the fountain, and fill your WATERSKINS from the fountain.  

 

Remember yesterday, the Astrologer said to come back in the future, to ask about the future.  Click MAP on yourself and jump to the Astrologer's house.  Talk to him, and ask about Fortune, then Enough Already.  Now leave the house.  

 

Now sneak up into the streets, find a door, and use your THIEVES TOOLKIT on the door to practice your lock picking skills for a while.  

 

When evening arrives, return to Katta’s Tail Inn.  Sit down at the table, and when Shema brings your supper, use Talk Icon on yourself,  Thank Shema, then Say Goodbye.  Now click on the food in front of you to eat it.  When you’ve finished, stand up, and leave the inn.  

 

Use MAP on yourself and jump to the Money Changer.  Dinarzad tells you about another job she has lined up, so tell her YES you are interested.  She wants you to rob the Weapons Shop, and gives you all the details.  Now leave the Money Changer.  

 

Use MAP on yourself and jump to Plaza Of The Fighters East.  Now there are still too many people around for what you have planned, so you need to wait until it gets dark.  When it‘s dark, SAVE YOUR GAME HERE.  Sneak over to the door of the Weapons Shop, and use your THIEVES TOOLKIT on the door to the Weapons Shop, and enter.    Inside the Weapons Shop, SAVE YOUR GAME HERE.  You have to be quick here.  Make sure you close the door, so you don’t attract any unwanted attention.  Now you‘re not strong enough to move the heavy anvil, but there are other ways!  Use OIL on the anvil, then push the anvil.  Ah-ha!  A trapdoor was hiding underneath the anvil, just as Dinarzad told you!  Open trapdoor, and use your THIEVES TOOLKIT on the strongbox, and you automatically take the money that was hidden inside.  You just have to cover your tracks now, so Issur won’t know you’ve been here.  Close the strongbox, close the trapdoor and move the anvil back into place.  Now sneak over to the door, open the door, and simply sneak out of the Weapons Shop.  That was a nice haul!  

 

It’s late now, and you are tired.  Use MAP on yourself, and jump to Katta’s Tail Inn.  Go to your room at top-right, and Sleep Until Morning.  


DAY 5

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table next to Abdulla.  He tells you that the Fire Elemental has hit Shapier, and things are not looking good.  Shema brings your breakfast, so click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now talk to Abdulla, and ask about Daily News, then Fire Elemental.  Now stand up, make sure you are still in SNEAK mode, and SAVE YOUR GAME HERE.  

 

Leave the Inn, but be careful, since the Fire Elemental is outside.  Leave the Gate Plaza through the top exit, being careful you don’t get burned.  

 

You need to find out how to defeat the Fire Elemental.  Once in the safety of the streets, use MAP on yourself, and jump to Aziza’s house.  

 

When you’re at the purple door, Knock On Door, and Aziza will let you in.  Sneak down the stairs at sit down at the table with her.  She will ask if you want to share some tea, so click the Talk Icon on yourself, and Answer Yes.  Now talk to Aziza, ask about Daily News, then Elemental, Fire Elemental, Contrary Element, and Capture.  That’s all the information she has for you, so click the Talk Icon on yourself, Thank Aziza, then Say Goodbye to leave. 

 

Click MAP on yourself and jump to the Apothecary.  Now Harik is a knowledgeable guy.  Maybe he would know something about the Fire Elemental?  Talk to Harik, ask about Daily News, then Fire, Flame, and Incense.  Now use Talk Icon on yourself and Tell About the Fire Elemental.  Now Make A Purchase, select the INCENSE, and offer 50 CENTIMES for it.  Harik is feeling very generous, and gives it to you for free since it will save the city.  Since you are here, use Talk Icon on yourself again and Make Purchase.  Choose HEALING PILLS (red bottle), change quantity to 2, and offer 7 DINARS for them, then barter over the price.  Use Talk Icon on yourself and Make Purchase.  Choose VIGOR PILLS (green bottle), change quantity to 2, and offer 470 CENTIMES, then barter over the price.  When you’re ready, leave the shop.  

 

Sneak towards the fountain, and fill your WATERSKINS.  SAVE YOUR GAME HERE.  

 

Click MAP on yourself and jump to the Gate Plaza.  Use INCENSE on the fire, and lure it up into the streets, away from the Plaza.  Continue sneaking up until you run out of incense, then place LAMP on the ground.  Sneak towards the Elemental (but be careful not to get burned) and use WATERSKIN on the Fire Elemental.  The Fire Elemental should jump into the lamp, so get the LAMP.  That's the end of the Fire Elemental, and you now have a MAGIC LAMP!  Well done!  

 

Use MAP on yourself, and jump to Plaza Of The Fountain South.  Drink water from the fountain, and fill your WATERSKINS from the fountain.  

 

Now sneak up into the streets, find a door, and use your THIEVES TOOLKIT on the door to practice Lock Picking.  Try to get your skill level up to 200, which is the best you can be.  

 

When evening arrives, return to Katta’s Tail Inn.  Sit down at the table next to Abdulla.  Shema brings your supper, so use Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your supper.  After supper, stand up, go to your room, and Sleep Until Morning.  


DAY 6

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table.  Shema brings your breakfast, so click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up, and leave the inn. 

 

SAVE YOUR  GAME HERE.  You should hopefully have a decent amount of money now.  Use MAP on yourself and jump to the Weapon’s Shop.  Click Talk Icon on yourself, and Make Purchase.  Select the DAGGERS, change quantity to 6, and offer 450 CENTIMES for them.  Barter over the price, until you manage to get the DAGGERS.  Now leave the shop.  

 

Now you have some daggers, it’s time to work on your Throwing Skills.  Sneak up into the streets, and SAVE YOUR GAME HERE.  Throw a DAGGER onto the ground, and repeat until you’ve thrown all your daggers.  Now click on the ground to pick up all your DAGGERS.  Keep practicing this until evening.  

 

When evening arrives, sit down at the table in Katta’s Tail Inn.  Shema brings your supper, so use Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your supper.  After supper, stand up, go to your room at top right, and Sleep Until Morning.  


DAY 7

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table.  Shema brings your breakfast, so click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up, and leave the inn.  

 

SAVE YOUR GAME HERE.  Click MAP on yourself, and jump to Guild Hall.  Rakeesh thanks you for saving Shapier from the Fire Elemental, and gives you 50 DINARS as a reward.  Now leave the Guild Hall.  

 

Use MAP on yourself, and jump to Plaza Of The Fountain South.  Omar is here, reciting one of his poems.  Listen to his poem - there’s 4 verses, with a long pause in between each verse.  Now leave the area, but return again straight away.  Omar has dropped his PURSE on the ground.  Look at the PURSE, then take the PURSE.  You can return it to him next time you see him.  

 

Now, how are your Throwing Skills?  You should get it up to at least level 160.  If you’re not there yet, sneak up into the streets, and throw a DAGGER onto the ground, and repeat until you’ve thrown all your daggers.  Now click on the ground to pick up all your DAGGERS.  When you get to level 160, you can do whatever you like until evening.  

 

When evening arrives, sit down at the table in Katta’s Tail Inn.  Shema brings your supper, so use Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your supper.  After supper, stand up, go to your room at top right, and Sleep Until Morning.  

 

 

 

 

Continued In Part 2...


No comments:

Post a Comment